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use bevy::{
core_pipeline::clear_color::ClearColorConfig,
diagnostic::{Diagnostic, DiagnosticId, Diagnostics},
prelude::*,
};
pub struct DiagnosticsPlugin;
impl Plugin for DiagnosticsPlugin {
fn build(&self, app: &mut App) {
app.add_startup_system(Self::setup_system)
.add_system(Self::diagnostic_system);
}
}
impl DiagnosticsPlugin {
pub const FRAMEPACE_FRAMETIME: DiagnosticId =
DiagnosticId::from_u128(8021378406439507683279787892187089153);
pub const FRAMEPACE_OVERSLEEP: DiagnosticId =
DiagnosticId::from_u128(978023490268634078905367093342937);
pub fn setup_system(mut diagnostics: ResMut<Diagnostics>) {
diagnostics.add(
Diagnostic::new(Self::FRAMEPACE_FRAMETIME, "framepace::frametime", 128)
.with_suffix("ms"),
);
diagnostics.add(
Diagnostic::new(Self::FRAMEPACE_OVERSLEEP, "framepace::oversleep", 128)
.with_suffix("µs"),
);
}
pub fn diagnostic_system(
mut diagnostics: ResMut<Diagnostics>,
time: Res<Time>,
stats: Res<crate::FramePaceStats>,
) {
if time.delta_seconds_f64() == 0.0 {
return;
}
let frametime_millis = stats.frametime.try_lock().unwrap().as_secs_f64() * 1_000_f64;
let error_micros = stats.oversleep.try_lock().unwrap().as_secs_f64() * 1_000_000_f64;
diagnostics.add_measurement(Self::FRAMEPACE_FRAMETIME, || frametime_millis);
diagnostics.add_measurement(Self::FRAMEPACE_OVERSLEEP, || error_micros);
}
}
#[derive(Component, Debug, Reflect)]
pub struct DebugCursor;
#[derive(Component, Debug, Reflect)]
pub struct DebugCursorCamera;
pub struct CursorPlugin;
impl Plugin for CursorPlugin {
fn build(&self, app: &mut App) {
app.add_startup_system(Self::setup_cursor)
.add_system(Self::update_cursor);
}
}
impl CursorPlugin {
pub fn setup_cursor(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
Camera2dBundle {
camera: Camera {
priority: 100,
..Default::default()
},
camera_2d: Camera2d {
clear_color: ClearColorConfig::None,
},
..Default::default()
},
DebugCursorCamera,
));
commands.spawn((
bevy::sprite::MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(10.0).into()).into(),
material: materials.add(ColorMaterial::from(Color::GREEN)),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
},
DebugCursor,
));
}
pub fn update_cursor(
windows: Res<Windows>,
mut cursor: Query<&mut Transform, With<DebugCursor>>,
) {
if let Some(pos) = windows.primary().cursor_position() {
let offset = -Vec2::new(windows.primary().width(), windows.primary().height()) / 2.0;
cursor.single_mut().translation = (pos + offset).extend(0.0);
}
}
}